Source: Warhammer Fantasy: 8th Edition

Ringing the Bell
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In his Magic phase, immediately after generating power dice, the Skaven player can choose to ring the Screaming Bell. First the owning player declares how many dice will be rolled. For the first toll, only a single dice can be rolled, but in subsequent rounds up to three dice may be rolled.

If the Screaming Bell suffers one or more wounds inflicted by a shooting attack with a Strength of 5 or more, it will ring once. Immediately roll a D6 and apply the results.

D6

Result

1

Not yet in stride: No effect.

2-4

Unholy Clamour: The unit pushing the Bell immediately moves an extra D6", if this brings them into contact with the enemy it counts as a charge.

5-8

Emboldened: All friendly Skaven units within 24" of the Bell can re-roll failed Leadership tests (including Break tests) until the end of the current player turn.

9-10

Scorch: The Bell itself (not the Grey Seer) immediately casts the Scorch spell with a Casting Value of 5 (this requires no power dice and cannot be increased in any way).

11-12

Deafening Peals: All models on the battlefield with a Toughness of 7 or more on the battlefield immediately take a Wound with the Multiple Wounds (D3) special rule. Roll a D6 for each building within 18" of the Bell - each collapses on a roll of 5+. Models inside collapsed buildings are treated the same as per the Cracks Call spell.

13

A Stirring Beyond the Veil: All enemy units within 24" of the Bell take D3 Strength 4 hits (as from shooting). Additionally, if the unit pushing the Screaming Bell is in combat, it can make supporting attacks with every rank of models.

14-16

Wall of Unholy Sound: All friendly models within 12" of the Screaming Bell gain +1 Attack until the end of the player turn. Roll a D6 for each building within 24" - each collapses on a roll of 4+ (see Deafening Peals).

17

Avalanche of Energy: All friendly models within 24" of the Bell gain +1 Attack and may re-roll failed To Hit and To Wound rolls until the end of the player turn. Any friendly Skaven units within 12" of the Screaming Bell and not in close combat can immediately move an extra D6", if this move puts them in contact with the enemy resolve it as a charge.

18

Apocalyptic Doom: The Screaming Bell is destroyed. All models within 4D6" take a Strength 4 hit with no armour save allowed.

Doubles

If any doubles are rolled, apply the following effect in addition to the result on the chart. The unit pushing the Screaming Bell immediately takes D6 Strength 4 hits.

Triples

If a triple is rolled (apart from a triple 6), apply the following effect in addition to the result on the chart. The unit pushing the Screaming Bell immediately suffers 2D6 Strength 5 hits, and the Grey Seer and the Screaming Bell itself each suffer a single Strength 5 hit.

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